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* advanced_ballistics * advanced_fatigue * advanced_throwing * ai * aircraft * arsenal * atragmx * attach * backpacks * ballistics * captives * cargo * chemlights * common * concertina_wire * cookoff * dagr * disarming * disposable * dogtags * dragging * explosives * fastroping * fcs * finger * frag * gestures * gforces * goggles * grenades * gunbag * hearing * hitreactions * huntir * interact_menu * interaction * inventory * kestrel4500 * laser * laserpointer * logistics_uavbattery * logistics_wirecutter * magazinerepack * map * map_gestures * maptools * markers * medical * medical_ai * medical_blood * medical_menu * microdagr * minedetector * missileguidance * missionmodules * mk6mortar * modules * movement * nametags * nightvision * nlaw * optics * optionsmenu * overheating * overpressure * parachute * pylons * quickmount * rangecard * rearm * recoil * refuel * reload * reloadlaunchers * repair * respawn * safemode * sandbag * scopes * slideshow * spectator * spottingscope * switchunits * tacticalladder * tagging * trenches * tripod * ui * vector * vehiclelock * vehicles * viewdistance * weaponselect * weather * winddeflection * yardage450 * zeus * arsenal defines.hpp * optionals * DEBUG_MODE_FULL 1 * DEBUG_MODE_FULL 2 * Manual fixes * Add SQF Validator check for #include after block comment * explosives fnc_openTimerUI * fix uniqueItems
44 lines
1.1 KiB
Plaintext
44 lines
1.1 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Ruthberg
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* Trues the muzzle velocity
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*
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* Arguments:
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* None
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*
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* Return Value:
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* None
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*
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* Example:
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* call ace_atragmx_fnc_true_muzzle_velocity
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*
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* Public: No
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*/
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private _referenceDrop = GVAR(truingDropDropData) select 0;
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private _actualDrop = GVAR(truingDropDropData) select 1;
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if (Round(_actualDrop * 10) / 10 == Round(_referenceDrop * 10) / 10) exitWith {};
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private _step = 10;
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if (_actualDrop > _referenceDrop) then {
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_step = -10;
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};
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private _solutionInput = +GVAR(targetSolutionInput);
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_solutionInput set [ 8, 200];
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_solutionInput set [13, GVAR(truingDropRangeData) select 0];
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private _muzzleVelocity = _solutionInput select 4;
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{
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_step = _step * _x;
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while { _actualDrop * _step < _referenceDrop * _step } do {
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_muzzleVelocity = _muzzleVelocity + _step;
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_solutionInput set [4, _muzzleVelocity];
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private _result = _solutionInput call FUNC(calculate_solution);
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_referenceDrop = (_result select 0);
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};
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} forEach [1, -0.1];
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GVAR(truingDropMuzzleVelocity) = _muzzleVelocity;
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